First time RPG player

By R22, in Zombie Apocalypse

So I've never played any kind of RPG game whatsoever and am jumping in for this game because the idea of it being average Joe people, not elfs or demi-gods, such as my friends and I is fascinating. But I know ZIP about RPG style games. So:

1: Is everything I need included in the single purchase (of Zombie Apoc)?

2: Can you recommend/link any resources for learning the game mechanic?

3: Can the GM be a player as well?

Thanks!

1. There will be a section in the book about what you need, but very generally you'll need dice (the dice this system uses are d6 six sided dice), paper for character sheets a printer to print those sheets, pencils, and a group to play with. And the book of course.

2. Well it's not out yet from what I understand, so I'm personally not sure.

3. Don't see why not, but be careful not to let your player become the focus of the story or too strong. Remember it's about presenting a story and seeing how the character's change and interact with that story.

Good feedback, Doc.

1. There will be a section in the book about what you need, but very generally you'll need dice (the dice this system uses are d6 six sided dice), paper for character sheets a printer to print those sheets, pencils, and a group to play with. And the book of course.


And don't forget a good table with elbow room for the players and space to draw out locations and add minis (if you go that route). Or you could project Google maps on the wall to really give players a feel for where they are going.

3. Don't see why not, but be careful not to let your player become the focus of the story or too strong. Remember it's about presenting a story and seeing how the character's change and interact with that story.


Exactly. It looks very suspicious when the person running the game makes all the right choices, grabs the best loot, gains the most experience and stats go up or skills get better, etc. Mostly, it takes the fun out of the game if they think GM/player is going to be doing all the cool stuff.

What you may be able to do is provide an overall guide of what your character will do (ie - be a brooding, dark character who will always guard the rear) and roll the dice for it, but have the players take over control of your character at times so avoid the insider information conflict. And you could retain veto rights in case the group decides that your character is going to take a huge risk that no one wants to do.

I would recommend that the GM does not play. You need to be very active and create an excellent play experience for the players. You need to set the tone, tell the story, give vivid descriptions of the environment, etc.

A Chessex "battle mat" is an excellent thing to have. It is a large mat that you can draw on with erasable (old school overhead projector) markers.